Complex? Nah.
But think about the riddiculous power poles designed to hold 9 separate wires at a time.
Search found 1235 matches
- Fri Aug 07, 2015 6:22 am
- Forum: General discussion
- Topic: Let's say you have 8 colors of logic wires
- Replies: 12
- Views: 13323
- Sun Aug 02, 2015 7:44 am
- Forum: Duplicates
- Topic: [0.12] [Windows 10] [AMD graphics card] Failed to create display
- Replies: 10
- Views: 12977
Re: Failed to create display
Perhaps.. if you stated your OS type and version
and then proceeded with CPU, GPU and VRAM information...
and then proceeded with CPU, GPU and VRAM information...
- Sun Aug 02, 2015 7:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] train signal symmetric inconsistency
- Replies: 11
- Views: 23250
Re: [0.12.1] train signal symetric inconsistency
I don't understand what is happening nor what should be happening there.
- Sun Aug 02, 2015 7:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12] [Oxyd] Headless mode is unusable
- Replies: 20
- Views: 9539
Re: [0.12] Headless mode is unusable
If you're concerned about bloat... echo 'void*XOpenDisplay(){return 0;}int XInitThreads(){return 1;}' > x.c && cc -shared -o libX11.so.6 x.c && touch empty.c && for i in libXext.so.6 libXfixes.so.3 libXrender.so.1 libGL.so.1 libXcursor.so.1; do cc -shared -o $i empty.c; done...
- Sun Aug 02, 2015 6:47 am
- Forum: Multiplayer
- Topic: How-to Make a server on VPS(DigitalOcean,)
- Replies: 10
- Views: 43986
Re: How-to Make a server on VPS(DigitalOcean,)
That also works
- Sun Aug 02, 2015 6:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior
- Replies: 3
- Views: 4310
Re: [0.12.1][Twinsen]Arithmetic Combinator Inconsistent behavior
Remove sleeping? seems like an overkill to me.
Can't you just update the combinator output before putting it to sleep or something?
Can't you just update the combinator output before putting it to sleep or something?
- Fri Jul 31, 2015 8:06 am
- Forum: Multiplayer
- Topic: How-to Make a server on VPS(DigitalOcean,)
- Replies: 10
- Views: 43986
Re: How-to Make a server on VPS(DigitalOcean,)
Wait.. does that mean factorio --headless won't start without having X and alsa libraries present? Kinda makes sense it worked that way. But it might be reported in the bugs section. Title suggestion: "Running headless factorio on a truly headless linux server" Since this is a generally us...
- Fri Jul 31, 2015 7:59 am
- Forum: Ideas and Suggestions
- Topic: Programmable smart inserter filters (was: network inserters)
- Replies: 9
- Views: 4014
Re: Network Inserter
.... unless the place it would empty to would be blocked.
In that case even a chest that empties automatically would block.
smart inserter -> chest -> smart inserter should be able to do the trick.
In that case even a chest that empties automatically would block.
smart inserter -> chest -> smart inserter should be able to do the trick.
- Wed Jul 29, 2015 7:40 am
- Forum: Minor issues
- Topic: [0.12.1] Right-To-Left languages are presented Left-To-Right
- Replies: 50
- Views: 39171
Re: [0.12.1] Right-To-Left languages are presented Left-To-Right
I guess that would be the result of "if (hebrew) then just_print_everything_RLT" ?
Still good progress I'd say.
Now you have to invert the LTR/English text in the hebrew files,
which is much less tedious.
Still good progress I'd say.
Now you have to invert the LTR/English text in the hebrew files,
which is much less tedious.
- Wed Jul 29, 2015 7:37 am
- Forum: Ideas and Suggestions
- Topic: Circuit Network Button
- Replies: 3
- Views: 2197
Re: Circuit Network Button
For a typewriter you'd may want to request a "pressure plate" kind of device. I think there should be all the typical minecraft input devices. If you want to make a suggestion, feel free to incorporate other useful peripherals I suggested in a noisy thread where they got burried: https://f...
- Wed Jul 29, 2015 7:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [posila] Shotgun damaging objects from behind
- Replies: 3
- Views: 2949
Re: Shotgun damaging objects from behind
Can you shoot yourself too?
- Wed Jul 29, 2015 7:13 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146288
Re: Version 0.12.0
You can shift click a pole to remove the electrical connections, there's your "wire stand" Obviously, but current power poles are too huge and high. My one-wire-stand pole would be as low as an chest and possibly wouldn't support power wiring OR even only one CCnet wire altogether. It wou...
- Sun Jul 26, 2015 9:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1][posila] Odd bug when spitters get stuck
- Replies: 3
- Views: 3346
Re: [0.12.1] Odd bug when spitters get stuck
Or, if it's reproducible,
attach the map for the devs to inspect when it happens.
attach the map for the devs to inspect when it happens.
- Sun Jul 26, 2015 9:42 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.1] [Martin] Looped Chain Signals Stuck on Blue
- Replies: 4
- Views: 9264
Re: [0.12.1] Looped Chain Signals Stuck on Blue
It makes perfect sense that it works like this.
I do agree it's confusing, though.
I do agree it's confusing, though.
- Sun Jul 26, 2015 9:18 am
- Forum: Releases
- Topic: Version 0.12.1
- Replies: 77
- Views: 62650
Re: Version 0.12.1
That sounds like a viable idea to meFrozenOne wrote:Boats must happen soon. Or at least catapult so i can fling myself to the mainland when i am ready
Not something one would use to cowardly hide on his island every day,
since the landing after being fired from a catapult sure would be rough.
- Sun Jul 26, 2015 8:54 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146288
Re: Version 0.12.0
PS: FactorioBot might want to format the announcements better. Quoting this is.. hard. Changes Improvements to circuit network wire connection. You can connect multiple wires of the same color to the same entity. Scripting Changed LuaEntity::neighbours: For electric poles: the wire connections: {cop...
- Sun Jul 26, 2015 8:17 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146288
Re: Version 0.12.0
The question is if 0.11.22 can be updated at all. And the update package is almost as big as the full download anyway, so just download the instlaler. You don't need to uninstall the previous version, IIRC. Ha, a perfect opportunity to fix all those oversized and "Known incorrect Adobe RGB pro...
- Mon Jul 20, 2015 5:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] Inserters put on wrong side if placing on undergrou
- Replies: 1
- Views: 1194
Re: [0.12.0] Inserters put on wrong side if placing on undergrou
For completeness's sake:
Duplicite & resolved-for-next https://forums.factorio.com/forum/vie ... 378#p91378
Duplicite & resolved-for-next https://forums.factorio.com/forum/vie ... 378#p91378
- Mon Jul 20, 2015 5:01 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [posila] Electric Wire Graphical bug
- Replies: 8
- Views: 6259
Re: [0.12.0] Electric Wire Graphical bug
I think you nailed what's wrong.
The wire somehow goes ~20% of it's length behind each pole.
How could that have happened?
The wire somehow goes ~20% of it's length behind each pole.
How could that have happened?
- Mon Jul 20, 2015 4:55 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12] Headless mode and multiple clients behind NAT
- Replies: 23
- Views: 16933
Re: [0.12] Headless mode and multiple clients behind NAT
Changing the port in the client definitely should work.
I would use the original port for the headless server.
If not, perhaps you could be running into https://forums.factorio.com/forum/vie ... =7&t=13634 ?
I would use the original port for the headless server.
If not, perhaps you could be running into https://forums.factorio.com/forum/vie ... =7&t=13634 ?